2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
30 /* Some private defines, Constant associations, etc
31 * Env bump matrix and per stage constant should be independent,
32 * a stage that bumpmaps can't read the per state constant
34 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
35 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
36 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
37 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
38 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
39 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
40 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
41 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
43 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
46 struct ffp_desc parent;
50 struct atifs_private_data
52 struct shader_arb_priv parent;
53 struct list fragment_shaders; /* A linked list to track fragment pipeline replacement shaders */
57 static const char *debug_dstmod(GLuint mod) {
59 case GL_NONE: return "GL_NONE";
60 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
61 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
62 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
63 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
64 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
65 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
66 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
67 default: return "Unexpected modifier\n";
71 static const char *debug_argmod(GLuint mod) {
77 return "GL_2X_BIT_ATI";
79 return "GL_COMP_BIT_ATI";
80 case GL_NEGATE_BIT_ATI:
81 return "GL_NEGATE_BIT_ATI";
83 return "GL_BIAS_BIT_ATI";
85 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
86 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
87 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
91 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
92 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
95 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
98 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
99 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
107 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
108 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111 return "Unexpected argmod combination\n";
114 static const char *debug_register(GLuint reg) {
116 case GL_REG_0_ATI: return "GL_REG_0_ATI";
117 case GL_REG_1_ATI: return "GL_REG_1_ATI";
118 case GL_REG_2_ATI: return "GL_REG_2_ATI";
119 case GL_REG_3_ATI: return "GL_REG_3_ATI";
120 case GL_REG_4_ATI: return "GL_REG_4_ATI";
121 case GL_REG_5_ATI: return "GL_REG_5_ATI";
123 case GL_CON_0_ATI: return "GL_CON_0_ATI";
124 case GL_CON_1_ATI: return "GL_CON_1_ATI";
125 case GL_CON_2_ATI: return "GL_CON_2_ATI";
126 case GL_CON_3_ATI: return "GL_CON_3_ATI";
127 case GL_CON_4_ATI: return "GL_CON_4_ATI";
128 case GL_CON_5_ATI: return "GL_CON_5_ATI";
129 case GL_CON_6_ATI: return "GL_CON_6_ATI";
130 case GL_CON_7_ATI: return "GL_CON_7_ATI";
132 case GL_ZERO: return "GL_ZERO";
133 case GL_ONE: return "GL_ONE";
134 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
135 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
137 default: return "Unknown register\n";
141 static const char *debug_swizzle(GLuint swizzle) {
143 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
144 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
145 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
146 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
147 default: return "unknown swizzle";
151 #define GLINFO_LOCATION (*gl_info)
152 static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod) {
155 if(mod) *mod = GL_NONE;
156 if(arg == 0xFFFFFFFF) return -1; /* This is the marker for unused registers */
158 switch(arg & WINED3DTA_SELECTMASK) {
159 case WINED3DTA_DIFFUSE:
160 ret = GL_PRIMARY_COLOR;
163 case WINED3DTA_CURRENT:
164 /* Note that using GL_REG_0_ATI for the passed on register is safe because
165 * texture0 is read at stage0, so in the worst case it is read in the
166 * instruction writing to reg0. Afterwards texture0 is not used any longer.
167 * If we're reading from current
170 ret = GL_PRIMARY_COLOR;
176 case WINED3DTA_TEXTURE:
177 ret = GL_REG_0_ATI + stage;
180 case WINED3DTA_TFACTOR:
181 ret = ATI_FFP_CONST_TFACTOR;
184 case WINED3DTA_SPECULAR:
185 ret = GL_SECONDARY_INTERPOLATOR_ATI;
189 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
193 case WINED3DTA_CONSTANT:
194 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
199 FIXME("Unknown source argument %d\n", arg);
203 if(arg & WINED3DTA_COMPLEMENT) {
204 if(mod) *mod |= GL_COMP_BIT_ATI;
206 if(arg & WINED3DTA_ALPHAREPLICATE) {
207 FIXME("Unhandled read modifier WINED3DTA_ALPHAREPLICATE\n");
212 static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) {
213 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
215 GLuint arg0, arg1, arg2, extrarg;
216 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
220 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
223 GL_EXTCALL(glBindFragmentShaderATI(ret));
224 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
226 TRACE("glBeginFragmentShaderATI()\n");
227 GL_EXTCALL(glBeginFragmentShaderATI());
228 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
230 /* Pass 1: Generate sampling instructions for perturbation maps */
231 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
232 if(op[stage].cop == WINED3DTOP_DISABLE) break;
233 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
234 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
236 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
238 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
239 GL_TEXTURE0_ARB + stage,
240 GL_SWIZZLE_STR_ATI));
241 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
242 stage + 1, stage + 1);
243 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
244 GL_TEXTURE0_ARB + stage + 1,
245 GL_SWIZZLE_STR_ATI));
247 /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
248 * issues if we're bump mapping on stage 4 or 5
251 FIXME("Bump mapping in stage %d\n", stage);
255 /* Pass 2: Generate perturbation calculations */
256 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
257 if(op[stage].cop == WINED3DTOP_DISABLE) break;
258 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
259 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
261 /* Nice thing, we get the color correction for free :-) */
262 if(op[stage].color_correction == WINED3DFMT_V8U8) {
263 argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
268 TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n",
269 stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
270 GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
271 GL_REG_0_ATI + stage, GL_NONE, argmodextra,
272 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
273 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
275 /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
276 * and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
277 * one register and two instructions in this pass for a simple swizzling operation.
278 * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
280 * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
281 * constants doesn't make sense, considering their values.
283 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_BLUE, GL_NONE)\n", stage);
284 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
285 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE));
286 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_ALPHA, GL_NONE)\n", stage);
287 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
288 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
289 TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n",
290 stage + 1, stage, debug_argmod(argmodextra), stage + 1);
291 GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
292 GL_REG_0_ATI + stage, GL_NONE, argmodextra,
293 GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
294 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
297 /* Pass 3: Generate sampling instructions for regular textures */
298 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
299 if(op[stage].cop == WINED3DTOP_DISABLE) {
303 if(op[stage].projected == proj_none) {
304 swizzle = GL_SWIZZLE_STR_ATI;
305 } else if(op[stage].projected == proj_count3) {
306 /* TODO: D3DTTFF_COUNT3 | D3DTTFF_PROJECTED would be GL_SWIZZLE_STR_DR_ATI.
307 * However, the FFP vertex processing texture transform matrix handler does
308 * some transformations in the texture matrix which makes the 3rd coordinate
309 * arrive in Q, not R in that case. This is needed for opengl fixed function
310 * fragment processing which always divides by Q. In this backend we can
311 * handle that properly and be compatible with vertex shader output and avoid
312 * side effects of the texture matrix games
314 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
316 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
319 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
320 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
321 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
322 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
323 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
324 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
325 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
328 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
329 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
330 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
332 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
333 GL_REG_0_ATI + stage,
334 GL_SWIZZLE_STR_ATI));
336 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
337 stage, stage, debug_swizzle(swizzle));
338 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
339 GL_TEXTURE0_ARB + stage,
345 /* Pass 4: Generate the arithmetic instructions */
346 for(stage = 0; stage < MAX_TEXTURES; stage++) {
347 if(op[stage].cop == WINED3DTOP_DISABLE) {
349 /* Handle complete texture disabling gracefully */
350 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
351 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
352 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
353 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
354 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
355 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
360 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0);
361 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1);
362 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2);
364 argmodextra = GL_NONE;
367 switch(op[stage].cop) {
368 case WINED3DTOP_SELECTARG2:
371 case WINED3DTOP_SELECTARG1:
372 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s)\n",
373 debug_register(arg1), debug_argmod(argmod1));
374 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
375 arg1, GL_NONE, argmod1));
378 case WINED3DTOP_MODULATE4X:
379 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
380 case WINED3DTOP_MODULATE2X:
381 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
382 case WINED3DTOP_MODULATE:
383 TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
384 debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2));
385 GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
386 arg1, GL_NONE, argmod1,
387 arg2, GL_NONE, argmod2));
390 case WINED3DTOP_ADDSIGNED2X:
391 dstmod = GL_2X_BIT_ATI;
392 case WINED3DTOP_ADDSIGNED:
393 argmodextra = GL_BIAS_BIT_ATI;
395 TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
396 debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmodextra | argmod2));
397 GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
398 arg1, GL_NONE, argmod1,
399 arg2, GL_NONE, argmodextra | argmod2));
402 case WINED3DTOP_SUBTRACT:
403 TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, GL_REG_0_ATI, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
404 debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2));
405 GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
406 arg1, GL_NONE, argmod1,
407 arg2, GL_NONE, argmod2));
410 case WINED3DTOP_ADDSMOOTH:
411 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
412 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
413 debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(argmod1));
414 /* Dst = arg1 + * arg2(1 -arg 1)
415 * = arg2 * (1 - arg1) + arg1
417 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
418 arg2, GL_NONE, argmod2,
419 arg1, GL_NONE, argmodextra,
420 arg1, GL_NONE, argmod1));
423 case WINED3DTOP_BLENDCURRENTALPHA:
424 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL);
425 case WINED3DTOP_BLENDFACTORALPHA:
426 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL);
427 case WINED3DTOP_BLENDTEXTUREALPHA:
428 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL);
429 case WINED3DTOP_BLENDDIFFUSEALPHA:
430 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL);
431 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
432 debug_register(extrarg), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2));
433 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
434 extrarg, GL_ALPHA, GL_NONE,
435 arg1, GL_NONE, argmod1,
436 arg2, GL_NONE, argmod2));
439 case WINED3DTOP_BLENDTEXTUREALPHAPM:
440 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL);
441 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
442 debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_register(arg1), debug_argmod(argmod1));
443 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
444 arg2, GL_NONE, argmod2,
445 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
446 arg1, GL_NONE, argmod1));
449 /* D3DTOP_PREMODULATE ???? */
451 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
452 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
453 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
454 if(!argmodextra) argmodextra = argmod1;
455 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, %s, %s, GL_NONE, %s)\n",
456 debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(arg1));
457 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
458 arg2, GL_NONE, argmod2,
459 arg1, GL_ALPHA, argmodextra,
460 arg1, GL_NONE, argmod1));
463 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
464 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
465 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
466 if(!argmodextra) argmodextra = argmod1;
467 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_ALPHA, %s)\n",
468 debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(argmod1));
469 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
470 arg2, GL_NONE, argmod2,
471 arg1, GL_NONE, argmodextra,
472 arg1, GL_ALPHA, argmod1));
475 case WINED3DTOP_DOTPRODUCT3:
476 TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, GL_REG_0_ATI, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
477 debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI), debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
478 GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, GL_REG_0_ATI, GL_NONE, GL_4X_BIT_ATI,
479 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
480 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
483 case WINED3DTOP_MULTIPLYADD:
484 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
485 debug_register(arg0), debug_argmod(argmod0), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmod1));
486 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
487 arg0, GL_NONE, argmod0,
488 arg2, GL_NONE, argmod2,
489 arg1, GL_NONE, argmod1));
492 case WINED3DTOP_LERP:
493 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
494 debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_argmod(argmod0));
495 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
496 arg1, GL_NONE, argmod1,
497 arg2, GL_NONE, argmod2,
498 arg0, GL_NONE, argmod0));
501 case WINED3DTOP_BUMPENVMAP:
502 case WINED3DTOP_BUMPENVMAPLUMINANCE:
503 /* Those are handled in the first pass of the shader(generation pass 1 and 2) alraedy */
506 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
509 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0);
510 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1);
511 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2);
513 argmodextra = GL_NONE;
516 switch(op[stage].aop) {
517 case WINED3DTOP_DISABLE:
518 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
520 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
521 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
522 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
526 case WINED3DTOP_SELECTARG2:
529 case WINED3DTOP_SELECTARG1:
530 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, %s, GL_NONE, %s)\n",
531 debug_register(arg1), debug_argmod(argmod1));
532 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
533 arg1, GL_NONE, argmod1));
536 case WINED3DTOP_MODULATE4X:
537 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
538 case WINED3DTOP_MODULATE2X:
539 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
540 case WINED3DTOP_MODULATE:
541 TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, GL_REG_0_ATI, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
542 debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2));
543 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, GL_REG_0_ATI, dstmod,
544 arg1, GL_NONE, argmod1,
545 arg2, GL_NONE, argmod2));
548 case WINED3DTOP_ADDSIGNED2X:
549 dstmod = GL_2X_BIT_ATI;
550 case WINED3DTOP_ADDSIGNED:
551 argmodextra = GL_BIAS_BIT_ATI;
553 TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
554 debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmodextra | argmod2));
555 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, dstmod,
556 arg1, GL_NONE, argmod1,
557 arg2, GL_NONE, argmodextra | argmod2));
560 case WINED3DTOP_SUBTRACT:
561 TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, GL_REG_0_ATI, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
562 debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2));
563 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, GL_REG_0_ATI, dstmod,
564 arg1, GL_NONE, argmod1,
565 arg2, GL_NONE, argmod2));
568 case WINED3DTOP_ADDSMOOTH:
569 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
570 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
571 debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(argmod1));
572 /* Dst = arg1 + * arg2(1 -arg 1)
573 * = arg2 * (1 - arg1) + arg1
575 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE,
576 arg2, GL_NONE, argmod2,
577 arg1, GL_NONE, argmodextra,
578 arg1, GL_NONE, argmod1));
581 case WINED3DTOP_BLENDCURRENTALPHA:
582 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL);
583 case WINED3DTOP_BLENDFACTORALPHA:
584 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL);
585 case WINED3DTOP_BLENDTEXTUREALPHA:
586 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL);
587 case WINED3DTOP_BLENDDIFFUSEALPHA:
588 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL);
589 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
590 debug_register(extrarg), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2));
591 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE,
592 extrarg, GL_ALPHA, GL_NONE,
593 arg1, GL_NONE, argmod1,
594 arg2, GL_NONE, argmod2));
597 case WINED3DTOP_BLENDTEXTUREALPHAPM:
598 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL);
599 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
600 debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_register(arg1), debug_argmod(argmod1));
601 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE,
602 arg2, GL_NONE, argmod2,
603 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
604 arg1, GL_NONE, argmod1));
607 /* D3DTOP_PREMODULATE ???? */
609 case WINED3DTOP_DOTPRODUCT3:
610 TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, GL_REG_0_ATI, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
611 debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI), debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
612 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, GL_REG_0_ATI, GL_4X_BIT_ATI,
613 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
614 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
617 case WINED3DTOP_MULTIPLYADD:
618 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
619 debug_register(arg0), debug_argmod(argmod0), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmod1));
620 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE,
621 arg0, GL_NONE, argmod0,
622 arg2, GL_NONE, argmod2,
623 arg1, GL_NONE, argmod1));
626 case WINED3DTOP_LERP:
627 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
628 debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_argmod(argmod0));
629 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, GL_REG_0_ATI, GL_NONE,
630 arg1, GL_NONE, argmod1,
631 arg2, GL_NONE, argmod2,
632 arg0, GL_NONE, argmod0));
635 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
636 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
637 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
638 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
639 case WINED3DTOP_BUMPENVMAP:
640 case WINED3DTOP_BUMPENVMAPLUMINANCE:
641 ERR("Application uses an invalid alpha operation\n");
644 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
648 TRACE("glEndFragmentShaderATI()\n");
649 GL_EXTCALL(glEndFragmentShaderATI());
650 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
653 #undef GLINFO_LOCATION
655 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
656 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
657 IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
658 struct atifs_ffp_desc *desc;
659 struct texture_stage_op op[MAX_TEXTURES];
660 struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
662 gen_ffp_op(stateblock, op);
663 desc = (struct atifs_ffp_desc *) find_ffp_shader(&priv->fragment_shaders, op);
665 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
667 ERR("Out of memory\n");
670 memcpy(desc->parent.op, op, sizeof(op));
671 desc->shader = gen_ati_shader(op, &GLINFO_LOCATION);
672 add_ffp_shader(&priv->fragment_shaders, &desc->parent);
673 TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
676 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
679 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
681 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
683 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
684 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
687 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
688 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
691 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
692 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
693 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
694 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
695 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
696 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
697 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
698 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
699 * shader(it is free). This might potentially reduce precision. However, if the hardware does
700 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
702 mat[0][0] = (mat[0][0] + 1.0) * 0.5;
703 mat[1][0] = (mat[1][0] + 1.0) * 0.5;
704 mat[0][1] = (mat[0][1] + 1.0) * 0.5;
705 mat[1][1] = (mat[1][1] + 1.0) * 0.5;
706 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
707 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
709 /* FIXME: This should go away
710 * This is currently needed because atifs borrows a pixel shader implementation
711 * from somewhere else, but consumes bump map matrix change events. The other pixel
712 * shader implementation may need notification about the change to update the texbem
713 * constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement
714 * pipeline this call can go away
716 * FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice
717 * as well. Better would be to call the model's table we inherit from, but currently
718 * it is always the FFP table, and as soon as this changes we can remove the call anyway
720 FFPStateTable[state].apply(state, stateblock, context);
722 #undef GLINFO_LOCATION
724 /* our state table. Borrows lots of stuff from the base implementation */
725 struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
727 static void init_state_table() {
729 const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
730 memcpy(ATIFSStateTable, FFPStateTable, sizeof(ATIFSStateTable));
732 for(i = 0; i < MAX_TEXTURES; i++) {
733 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = set_tex_op_atifs;
734 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep;
735 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = set_tex_op_atifs;
736 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep;
737 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = set_tex_op_atifs;
738 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep;
739 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = set_tex_op_atifs;
740 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep;
742 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = set_tex_op_atifs;
743 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep;
744 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = set_tex_op_atifs;
745 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep;
746 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = set_tex_op_atifs;
747 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep;
748 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = set_tex_op_atifs;
749 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep;
751 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = set_bumpmat;
752 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = set_bumpmat;
753 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = set_bumpmat;
754 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = set_bumpmat;
757 ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = state_texfactor_atifs;
758 ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR);
761 /* GL_ATI_fragment_shader backend.It borrows a lot from a the
762 * ARB shader backend, currently the whole vertex processing
763 * code. This code would also forward pixel shaders, but if
764 * GL_ARB_fragment_program is supported, the atifs shader backend
767 static void shader_atifs_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
768 arb_program_shader_backend.shader_select(iface, usePS, useVS);
771 static void shader_atifs_select_depth_blt(IWineD3DDevice *iface) {
772 arb_program_shader_backend.shader_select_depth_blt(iface);
775 static void shader_atifs_destroy_depth_blt(IWineD3DDevice *iface) {
776 arb_program_shader_backend.shader_destroy_depth_blt(iface);
779 static void shader_atifs_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {
780 arb_program_shader_backend.shader_load_constants(iface, usePS, useVS);
783 static void shader_atifs_cleanup(IWineD3DDevice *iface) {
784 arb_program_shader_backend.shader_cleanup(iface);
787 static void shader_atifs_color_correction(SHADER_OPCODE_ARG* arg) {
788 arb_program_shader_backend.shader_color_correction(arg);
791 static void shader_atifs_destroy(IWineD3DBaseShader *iface) {
792 arb_program_shader_backend.shader_destroy(iface);
795 static HRESULT shader_atifs_alloc(IWineD3DDevice *iface) {
796 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
798 struct atifs_private_data *priv;
799 hr = arb_program_shader_backend.shader_alloc_private(iface);
800 if(FAILED(hr)) return hr;
802 This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
803 sizeof(struct atifs_private_data));
804 priv = (struct atifs_private_data *) This->shader_priv;
805 list_init(&priv->fragment_shaders);
809 #define GLINFO_LOCATION This->adapter->gl_info
810 static void shader_atifs_free(IWineD3DDevice *iface) {
811 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
812 struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
813 struct ffp_desc *entry, *entry2;
814 struct atifs_ffp_desc *entry_ati;
817 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &priv->fragment_shaders, struct ffp_desc, entry) {
818 entry_ati = (struct atifs_ffp_desc *) entry;
819 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
820 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
821 list_remove(&entry->entry);
822 HeapFree(GetProcessHeap(), 0, entry);
826 /* Not actually needed, but revert what we've done before */
827 This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
828 sizeof(struct shader_arb_priv));
829 arb_program_shader_backend.shader_free_private(iface);
831 #undef GLINFO_LOCATION
833 static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
834 return arb_program_shader_backend.shader_dirtifyable_constants(iface);
837 static void shader_atifs_load_init(void) {
839 arb_program_shader_backend.shader_dll_load_init();
842 static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
843 arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);
845 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
846 WINED3DTEXOPCAPS_SELECTARG1 |
847 WINED3DTEXOPCAPS_SELECTARG2 |
848 WINED3DTEXOPCAPS_MODULATE4X |
849 WINED3DTEXOPCAPS_MODULATE2X |
850 WINED3DTEXOPCAPS_MODULATE |
851 WINED3DTEXOPCAPS_ADDSIGNED2X |
852 WINED3DTEXOPCAPS_ADDSIGNED |
853 WINED3DTEXOPCAPS_ADD |
854 WINED3DTEXOPCAPS_SUBTRACT |
855 WINED3DTEXOPCAPS_ADDSMOOTH |
856 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
857 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
858 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
859 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
860 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
861 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
862 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
863 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
864 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
865 WINED3DTEXOPCAPS_DOTPRODUCT3 |
866 WINED3DTEXOPCAPS_MULTIPLYADD |
867 WINED3DTEXOPCAPS_LERP |
868 WINED3DTEXOPCAPS_BUMPENVMAP;
870 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
871 and WINED3DTEXOPCAPS_PREMODULATE */
873 /* GL_ATI_fragment_shader only supports up to 6 textures, which was the limit on r200 cards
874 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
875 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
876 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
877 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
878 * pipeline, and almost all games are happy with that. We can however support up to 8
879 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
880 * only 1 instruction.
882 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
883 * r200 series and use an ARB or GLSL shader instead
885 if(caps->MaxSimultaneousTextures > 6) {
886 WARN("OpenGL fixed function supports %d simultaneous textures,\n", caps->MaxSimultaneousTextures);
887 WARN("but GL_ATI_fragment_shader limits this to 6\n");
888 caps->MaxSimultaneousTextures = 6;
892 static void shader_atifs_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
893 ERR("Should not get here\n");
896 static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
897 arb_program_shader_backend.shader_generate_vshader(iface, buffer);
900 const shader_backend_t atifs_shader_backend = {
902 shader_atifs_select_depth_blt,
903 shader_atifs_destroy_depth_blt,
904 shader_atifs_load_constants,
905 shader_atifs_cleanup,
906 shader_atifs_color_correction,
907 shader_atifs_destroy,
910 shader_atifs_dirty_const,
911 shader_atifs_generate_pshader,
912 shader_atifs_generate_vshader,
913 shader_atifs_get_caps,
914 shader_atifs_load_init,